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frontend-design-direction

フロントエンド設計の方向性、美的原則、および一貫した設計言語実装。

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frontend-design-direction
description
フロントエンド設計の方向性、美的原則、および一貫した設計言語実装。
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community
# Frontend Design Direction Use this skill when the work is not just making UI function, but making it feel purposeful, polished, and appropriate to the product domain. Source: salvaged from stale community PR #1659 by `linus707`. Note: ECC intentionally does not rebundle the canonical Anthropic `frontend-design` skill. Install that from `anthropics/skills` when you want the official upstream skill. This skill is the ECC-specific design-direction salvage of the useful local guidance from #1659. ## When to Use - The user asks to build a web page, app, dashboard, artifact, component, or UI. - The user asks to make an interface more polished, distinctive, beautiful, or less generic. - The implementation needs visual hierarchy, typography, color, motion, layout, and interaction choices. - The current UI works but reads as flat, generic, templated, or mismatched to the audience. ## Design Direction Before coding, choose a specific direction: 1. Purpose: what job does the interface do? 2. Audience: who repeats this workflow, and what do they need to scan first? 3. Tone: utilitarian, editorial, playful, industrial, refined, technical, maximal, minimal, dense, calm, or another explicit direction. 4. Memorable detail: one design idea that makes the result feel intentional. 5. Constraints: framework, accessibility, performance, responsiveness, and existing design system. Match the direction to the domain. A SaaS operations tool should usually be dense, quiet, and scannable. A portfolio, launch page, game, or editorial piece can be more expressive. Do not force a landing-page composition onto a tool that needs repeated daily use. ## Implementation Guidance - Build the actual usable experience as the first screen unless the user explicitly asks for marketing copy. - Use existing project components, tokens, icon libraries, and routing patterns before introducing a new visual system. - Use real or generated visual assets when the interface depends on images, products, places, people, gameplay, charts, or inspectable media. - Prefer contextual typography and spacing over generic oversized hero text. - Keep palettes multi-dimensional: avoid a UI dominated by one hue family. - Use CSS variables or existing design tokens so the direction remains coherent across states. - Design responsive constraints explicitly: grids, aspect ratios, min/max sizes, stable toolbars, and fixed-format controls should not shift when labels or hover states appear. - Use motion sparingly but deliberately. Prefer high-signal transitions that clarify state over decorative animation. - Verify text fit on mobile and desktop. Long labels must wrap or resize cleanly rather than overflowing. ## Anti-Patterns - Do not default to common generated patterns: purple gradients, decorative blobs, oversized cards, vague hero copy, or stock-like atmospheric media. - Do not add UI cards inside other cards. - Do not use a single decorative style everywhere when the domain calls for restraint. - Do not hide the primary product, tool, object, or workflow behind generic marketing sections. - Do not add a new dependency for a design flourish unless it clearly pays for itself. - Do not describe the UI's features inside the UI when the controls can speak for themselves. ## Review Checklist - The first viewport immediately communicates the product, workflow, or object. - The visual hierarchy supports scanning and repeated use. - Typography fits the container and does not overlap adjacent content. - Color choices have contrast and do not collapse into a one-note palette. - Icons are used for familiar tool actions where available. - Responsive layout has stable dimensions for boards, grids, toolbars, controls, tiles, and counters. - Assets render and carry the subject matter instead of acting as filler. - Motion improves orientation and does not mask sluggishness. - The result matches the repo's existing frontend conventions unless there is a clear reason to depart.
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